Star Conflict v.1.1.5 Discussion

 

Dont know what to say about ur explanations, I think what I wrote its simple, and everyone can understund it.

About the nerf of cartrige to 10, u have a mistake, they buffed proximity mines cartridge to 8. Thats what I mean.

 

Ah, thanks. 

 

It’s easy to understand for the casual English speaker, but, remember, we’re dealing with foreigners who likely have English as their second, if not their third, language.

It’s somewhat unlikely that they can read shortened grammar used with numbers, or even completely omitted parts of certain words and a letter used to substitute a word.

 

That being said. I hope you keep playing, blue.

BlueSea

thank you so much for the explanation. it became the way more understandable for me. 

The reason we made this patch is that we are trying to get to the point where all gameplay aspects and elements are perfectly balanced and are trying to avoid dramatic changes. unfortunately creating impeccable balance is as impossible as having the one side opinion about the game. even if u look at this thread u can see a dozen of absolutely different evaluations. for now the holograms seem to play the role they were supposed to. but it doesn’t mean that ur opinion is forgotten we accepted it and if the further feedback monitoring shows that they should be changed we will do it of course.

I don’t get the new multiphase shield adapter, 4 seconds of resistance really? That isnt going to do anything unless it means invulnerbility. I even tried fitting 3 compact shield generators to increase capacitor and turn it into resistance upon activation, but due to resistance conversion values, it will reach a cap and invulnerbility is impossible. This change makes it worse than its original counterpart. In the past, it used to be “activate to increase survivability for 8 seconds”. Now it does the same thing for half the time while draining your ship of ALL energy.

 

Also the “Passive effect” seems to be missing for this module

 

Multiphase shield adapter
Changing module mechanics is connected to large amounts of energy not used by the ship. This is why we decided to increase shield resistance using the power core.
Module has ‘Enhanced effect’

 

 

 

The “Enhanced effect” seems to be working fine, but where is the “Passive effect”? The module description says it grants a 40 point resistance to all damage, which can be enhanced via activation, however this “Passive effect” seems to be completely absent. Is this a bug? 

 

Furthermore even if this is not a bug, the module is highly ineffective from usage ingame. The 4 seconds of active module time is way too low to allow any viable usage, especially since it drains the entire capacitor.

T3

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T5

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clearly useless

clearly useless

Easy to reach high amounts but hard to make much use of it when the effect runs out in 4 seconds. You can tank anomaly and perhaps torpedos that you’re aware of… but other than that what gives?

Sure, its not completely useless but its not worth using, as an active module. Not even as R8 multipurpose since it drains the capacitor

Easy to reach high amounts but hard to make much use of it when the effect runs out in 4 seconds. You can tank anomaly and perhaps torpedos that you’re aware of… but other than that what gives?

Sure, its not completely useless but its not worth using, as an active module. Not even as R8 multipurpose since it drains the capacitor

Exactly the reason you are not using the Combat Reboot on a gunship…

4 seconds is short and it is very loong in the same time

Exactly the reason you are not using the Combat Reboot on a gunship…

4 seconds is short and it is very loong in the same time

I never not use combat reboot. But that’s because it makes you invincible and removes all previous effects. Multiphase adapter doesn’t even close to the perks that combat reboot gives

there aren’t that many “perks” to it, it is just that many applications when to use it. Similar for Multiphase.

To be honest, as many ways as there are to get the capacitors back to full, I.E high energy regeneration and the 7c implant. The fact is that it takes down energy from the capacitor, far more than what it used to. 

I’m unsure if I should use the multiphase shield adapter on interceptors anymore, aside from with an ecm using the energy absorber for quick recovery. Needless to say, this doesn’t bode well for regenerative builds who want an effective way to improve their shield’s defensive base resistance. The cost may be too high.

 

I wouldn’t be against returning the module back to its original form, or making this an entirely separate module.

To be honest, as many ways as there are to get the capacitors back to full, I.E high energy regeneration and the 7c implant, the fact is that it takes down energy from the capacitor, far more than what it used to. 

I’m unsure if I should use the multiphase shield adapter on interceptors anymore, aside from with an ecm using the energy absorber for quick recovery. Needless to say, this doesn’t bode well for regenerative builds who want an effective way to improve their shield’s defensive base resistance. The cost may be too high.

It is terrible on interceptors, resist gains is not worth the energy loss imho, it pretty much become Frig/Command module

It is terrible on interceptors, resist gains is not worth the energy loss imho, it pretty much become Frig/Command module

You said it yrself, for command or frigates. For fighters, a burst tank may be viable, but what are the reasons they would even use it when they have a diffusion shield which lasts 12 seconds, a shield booster and all other slots filled with command modules?

Frigates don’t need burst tank for 4 seconds, they need a proper tank which requires 2 or more players to wear them down. 4 seconds of NEAR invulnerbility will not affect a frig. Once its out, you have no tank. The old multiphase shield adapter gave one enough time to withstand a gunships overdrive, now it doesn"t do anything

Also energy emitter doesn’t seem to fit having this enhanced and passive mode because one has no idea when to activate it for a burst of energy

I agree, Multiphase is busted now.  The resists are through the roof, but the EN cost makes them do more harm than good on all but the most energy-stable builds in T3 and above.  IMO mass shield and nanodrone do less good now, the energy cost is just too high to justify the returns.  I think these three modules should be returned to their previous function, or at least tweaked to reduce energy costs.  Now I know engineers, when built properly, have energy to spare, but to use all of it on a single mod activation is insane.  At least cap the EN cost.

 

No one seems to be mentioning attack drones being removed from all but t5.  I remember a previous patch that removed them from the store.  Now they cost a monocrystal and computing chip as well as some creds to build.  Were these being exploited?  Were they overpowered?  They seem to be on Gaijin’s hit list to be eventually struck from the game altogether.  I’d like to see them once again for sale like other missile slot weapons, tailored for each tier like engineering ADs.  Seems like people using them in lower tiers against pilots without the means to build them is the reasoning behind restricting their use to t5, but as a valid part of the game, wouldnt returning to purchasable drones also alleviate this issue?

 

Just some ideas to float.

It is terrible on interceptors, resist gains is not worth the energy loss imho, it pretty much become Frig/Command module

not sure if i would use it on a command either. for what. drains my energy, with almost no upside for my role: i already have crazy resists, and an invul module built in.

maybe in combination with recup. but its still very situational. most likely its a lot on command, because everybody wants to reach over 9000 resist for the lols, but i doubt, it’s that useful.

 

now if it would increase its active time by draining energy, but work like the old one, i would gladly use it on myriads of builds. like this, it’s basicly most useful on a guard for changing his phase shields under fire. it’s not that bad with some ceptors :slight_smile:

 

however the time nerf with this mechanic is completely understandable, you all gotta admit that

 

 

Also energy emitter doesn’t seem to fit having this enhanced and passive mode because one has no idea when to activate it for a burst of energy

 

you use it to boost your heals from AB movement (energy+shield; energy+hull), or in the case of needing all the heals as quick as possible (heal1; energy; heal2)

often in a situation, where you e.g. see as engi in full cap, that your team gets pushed, you give them a nice shield boost and after that energy; you are now again on high cap and you can add a heal quicker.

 

keeping your eyes open, you might also see a command fighting in diffusion shield under fire. he will thank you. generally, fed healers can micro the new mechanics a lot more since you basicly have to move them all the time anyway; empire - which relied on the heal rate to boost its already high resistances - lose a bit of the edge with this, but if they come in groups they are even more tanky than before. the energy provided passively is often enough to make some engis energy stable, after all now leak stabilizers have become somewhat of an engi module, you are much more likely to fly barely stable with high capacitor volume instead of having high refreshrate.

I don’t get the new multiphase shield adapter, 4 seconds of resistance really? That isnt going to do anything unless it means invulnerbility. I even tried fitting 3 compact shield generators to increase capacitor and turn it into resistance upon activation, but due to resistance conversion values, it will reach a cap and invulnerbility is impossible. This change makes it worse than its original counterpart. In the past, it used to be “activate to increase survivability for 8 seconds”. Now it does the same thing for half the time while draining your ship of ALL energy.

 

Also the “Passive effect” seems to be missing for this module

 

Multiphase shield adapter

Changing module mechanics is connected to large amounts of energy not used by the ship. This is why we decided to increase shield resistance using the power core.

Module has ‘Enhanced effect’

 

 

 

The “Enhanced effect” seems to be working fine, but where is the “Passive effect”? The module description says it grants a 40 point resistance to all damage, which can be enhanced via activation, however this “Passive effect” seems to be completely absent. Is this a bug? 

 

Furthermore even if this is not a bug, the module is highly ineffective from usage ingame. The 4 seconds of active module time is way too low to allow any viable usage, especially since it drains the entire capacitor.

good day!

this module isn’t supposed to have the passive effect. the enhancement mentioned here means that according to the amount of energy left after activation the amount of points will increase.

About the time of its usage we consider 8 seconds as too much. but we are working on it and we may increase it if the analisis shows this necessity.

Well, after being stomped on by a number of veterans in T3 earlier on, I think I can safely say that tacklers and guards are EVERYWHERE. It is almost literally impossible to get a match without at least one unless its a 3v3.

 

And regarding nukes, in T4 they are more than useful since they can be used to guard a beacon which is being capped or can be dropped into a frigball and will scare off most frigates. Just beware though, since the buff, nukes will instakill pretty much any inty without EB.

not sure if i would use it on a command either. for what. drains my energy, with almost no upside for my role: i already have crazy resists, and an invul module built in.

maybe in combination with recup. but its still very situational. most likely its a lot on command, because everybody wants to reach over 9000 resist for the lols, but i doubt, it’s that useful.

There are some commands that already go purely for energy volume (obviously with regeneration one way or another) and mechanic to multiphase is already is cap volume. So on some ships it can be used for quite a “wow” results, as long as you know how to get your energy back to full from zero after activating multiphase.

Well, after being stomped on by a number of veterans in T3 earlier on, I think I can safely say that tacklers and guards are EVERYWHERE. It is almost literally impossible to get a match without at least one unless its a 3v3.

 

And regarding nukes, in T4 they are more than useful since they can be used to guard a beacon which is being capped or can be dropped into a frigball and will scare off most frigates. Just beware though, since the buff, nukes will instakill pretty much any inty without EB.

 

Well at least that tip telling you high level inties can survive a nuke is now more relevant XD

Well at least that tip telling you high level inties can survive a nuke is now more relevant XD

And by high level you mean T5 empire ECMs

 

Side note: The economy needs a revamp. I’m perpetually stuck at 2.4 million and I’m saving for 6.9 million for my Nibelung. Progression should be possible without a license… seriously.

And by high level you mean T5 empire ECMs

 

Side note: The economy needs a revamp. I’m perpetually stuck at 2.4 million and I’m saving for 6.9 million for my Nibelung. Progression should be possible without a license… seriously.

It is possible. Go find mysterious containers and do some pve.

I will ask this again, and I will keep asking it every week.

 

When are you going to fix the Destructor? It is not that I care, I just disconnect in every capture the beacon aka “destructor guard spam fest” game. But at least you could show that you care a bit about balance, and you can fix that weapon.

 

Just remove the aoe damage when hitting a non ship. Solved. Now it is counterable.